4. Create Weapon

Weapons called winder are added so that the launch direction is curved.

Previous tutorial

Duplicate Weapon object

First, from the hierarchy, right-click the Weapon object that is a child of Enemy3 and select “Duplicate”.

Then rename the duplicated object to Weapon2.


Open Weapon2’s ArborFSM in Arbor Editor.

Delete LookAt2DObjectWithTag

Delete LookAt2DObjectWithTag from the Rotation state in order to stop the player’s aim.

Click the gear icon in the title bar of LookAt2DObjectWithTag and select “Delete”.


Add TweenRotation

Click the gear icon in the Rotation state, select “Add Behaviour”, and add “Tween / Tween Rotation”.


TweenRotation settings

Weapon’s angle is set between 150 degrees and 210 degrees.

Type PingPong
Duration 2
Curve Select EaseIn, EaseOut preset
From 0, 0, 150
To 0, 0, 210

Shorten the firing interval

Change the TimeTransition in the Shot state to shorten the firing interval.

Seconds 0.05

Adjust the launch direction

In this state, since the gap between two bullets launched at the same time is narrow, adjust the launch direction to widen the gap.


In Hierarchy, select the ShotPosition1 object which is a child object of the Weapon2 object.

Change Transform as follows.

Rotation 0, 0, 15


Next, select the ShotPosition2 object which is a child object of the Weapon2 object in Hierarchy.

Change Transform as follows.

Rotation 0, 0, -15

Send ShotTrigger to Weapon2

Please open ArborFSM of Enemy3.

Change SendTrigger in Shot state as follows.

Target Weapon2 object

Play Check

Let’s check the operation by pressing “play button”.


You can see that enemy bullet shots have been changed.

Next Step

5. Adding a behaviour pattern

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